Circle of Twilight Reborn! (5e Subclass)
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Circle of Twilight Reborn!
Okay, so I was looking through Circle of Twilight, and thought of one better. The subclass has a huge problem in that it relies on necrotic damage but its main adversaries are undead. This isn't hard to fix, so this new interpretation uses the same lore found in that UA.
- Circle of Twilight Spells
- Your study of unnatural phenomena and the natural defenses against them has given you access to certain spells. At 2nd level, you learn the green-flame blade cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
|3rd||alter self, pass without trace|
|5th||speak with dead, vampiric touch|
|7th||guardian of nature, locate creature|
|9th||dispel evil and good, wrath of nature|
- Reaper Form
- Starting at 2nd level, you learn to steal the lifeforce of other creatures, especially those that shouldn't be alive in the first place. As an action, you can expend one use of Wild Shape to take on a more monstrous form called the Reaper Form. While in Reaper Form, you gain the following benefits:
Your speed increases by 10 feet.
Your creature type changes to monstrosity.
Once on each of your turns when you hit with a melee attack or roll damage for a spell, you can deal an extra 1d6 necrotic damage to one creature targeted by the attack or spell. When it takes this damage, you regain a number of hit points equal to half of the necrotic damage dealt. If you deal this damage to a construct or undead you can double the damage dice.
These benefits last for 10 minutes, until you are reduced to 0 hit points, you use your Wild Shape again, or you choose to end it (no action required). The necrotic damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
- Keeper of the Threshold
- At 6th level, your Reaper Form is made more adaptable. When you enter your Reaper Form, you can use the same action to cast a spell that only targets you. When you do so, you don't have to provide material components for the spell, but the spell ends when Reaper Form ends, unless it would end earlier.
- Merciless Form
- At 10th level, your Reaper Form has become more capable of handling the resilience of your enemies. While in Reaper Form, your attacks, spells, and the extra necrotic damage of your Reaper Form ignores resistance and immunity to necrotic damage.
- Monstrous Form
- At 14th level, your Reaper Form has become an embodiment of the unbridled fury of nature against those that defy it. When you enter Reaper Form, you can spend 2 uses of Wild Shape instead of one to gain the following additional benefits until your Reaper Form ends:
You increase your size by one category-from Medium to Large, for example. When you do so, your size doubles in all dimensions and your weight is multiplied by 8. Until your Reaper Form ends, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and lift, push, and drag capacity is doubled. Your equipment changes size with you, but any affected item you drop or aren't holding anymore returns to its normal size.
Feathered or leathery wings sprout from your back, fusing smoothly to armor if you are wearing it, which grant you a flying speed equal to your walking speed.
Your hands and feet become vicious talons. Your unarmed strikes also deal 1d6 necrotic damage, instead of the normal damage dealt with an unarmed strike. You can use your Wisdom modifier, instead of your Strength modifier, for determining your attack and damage bonus with unarmed strikes. When you cast a spell as an action, you can make one unarmed strike as a bonus action.